The whole idea here would be to go to basic electronics board not advanced one. This is mostly tied to the big jump in complexity/time to get the advanced boards and then modules. Especially when playing with marathon or any science changing mods - time to get the first module is very long.bobingabout wrote:This is worth considering. I'm actually also considering changing research tree to remove the unique module components from the research labs, and go back to the old method, or at the very least make an option for it. Depending on how this goes, I might be able to make simplified modules, but still, Advanced Electronics (using transistors) is probably the lowest I'd go with it.TheSAguy wrote:You need an earlier version of the modules. By the time one can build modules, it's so late in the game that I'm not really using them anymore. Would be fun to have weaker versions earlier to play with.
Bob mods for 0.12 General Topic.
Moderator: bobingabout
Re: Bob mods for 0.12 General Topic.
Re: Bob mods for 0.12 General Topic.
Well said!orzelek wrote:The whole idea here would be to go to basic electronics board not advanced one. This is mostly tied to the big jump in complexity/time to get the advanced boards and then modules. Especially when playing with marathon or any science changing mods - time to get the first module is very long.bobingabout wrote:This is worth considering. I'm actually also considering changing research tree to remove the unique module components from the research labs, and go back to the old method, or at the very least make an option for it. Depending on how this goes, I might be able to make simplified modules, but still, Advanced Electronics (using transistors) is probably the lowest I'd go with it.TheSAguy wrote:You need an earlier version of the modules. By the time one can build modules, it's so late in the game that I'm not really using them anymore. Would be fun to have weaker versions earlier to play with.
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Re: Bob mods for 0.12 General Topic.
First off,let me say thank you for creating these mods, They make Factorio so much more fun (and messy) i can't iagine myself playing the game ever again without your mod collection
Now on to my question: Is there a spreadsheet somewhere about the ratios for buildings/factories and trains? Thanks in advance for the reply
Now on to my question: Is there a spreadsheet somewhere about the ratios for buildings/factories and trains? Thanks in advance for the reply
My Youtube Channel with several lets play series: https://www.youtube.com/channel/UC9mu-j ... HNvjjg8Qog
Factorio with Bob's Mods series: https://www.youtube.com/playlist?list=P ... g1UtPyzK66
Factorio with Bob's Mods series: https://www.youtube.com/playlist?list=P ... g1UtPyzK66
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Re: Bob mods for 0.12 General Topic.
Hi Bob,
thank you for that incredible modpack. It makes the game so more complex and it makes a lot of fun to structure the productionstreets (don't know if this word exists in english )
Since we've discoverd this mod it's a regular feature on our multiplayer server.
But we've one big question: Is there something like a "torch" to burn/destroy unnessesary fuel or nitrogen, ... because later on you got masses of 1 or 2 materials and you can't use them, ...
With torch I mean the large towers like the one in oil refineries to burn the gas, ...
Kind regards
BlackDeath
PS: Sorry for my bad English but I hope you can understand it.
thank you for that incredible modpack. It makes the game so more complex and it makes a lot of fun to structure the productionstreets (don't know if this word exists in english )
Since we've discoverd this mod it's a regular feature on our multiplayer server.
But we've one big question: Is there something like a "torch" to burn/destroy unnessesary fuel or nitrogen, ... because later on you got masses of 1 or 2 materials and you can't use them, ...
With torch I mean the large towers like the one in oil refineries to burn the gas, ...
Kind regards
BlackDeath
PS: Sorry for my bad English but I hope you can understand it.
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Re: Bob mods for 0.12 General Topic.
BlackDeath wrote:Hi Bob,
thank you for that incredible modpack. It makes the game so more complex and it makes a lot of fun to structure the productionstreets (don't know if this word exists in english )
Since we've discoverd this mod it's a regular feature on our multiplayer server.
But we've one big question: Is there something like a "torch" to burn/destroy unnessesary fuel or nitrogen, ... because later on you got masses of 1 or 2 materials and you can't use them, ...
With torch I mean the large towers like the one in oil refineries to burn the gas, ...
Kind regards
BlackDeath
PS: Sorry for my bad English but I hope you can understand it.
There is a mod called "Flare Stack" that does exactly what you want and burns any uneccessary crude/light/heavy oil & petroleum. You can find it here: viewtopic.php?f=93&t=21586
I'm using it myself and it works just fine with bob's mods.
As for nitrogen,i think you can vent it with the void pump.
My Youtube Channel with several lets play series: https://www.youtube.com/channel/UC9mu-j ... HNvjjg8Qog
Factorio with Bob's Mods series: https://www.youtube.com/playlist?list=P ... g1UtPyzK66
Factorio with Bob's Mods series: https://www.youtube.com/playlist?list=P ... g1UtPyzK66
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Re: Bob mods for 0.12 General Topic.
Spreadsheets and charts and things... not currently. I keep meaning to do some things like this, but can never seem to find the time.
Excess nitrogen? there is the void pump, also known as the gas venting pump, or something along those lines. Not that you really should be getting excess nitrogen, the liquid/compressed air thing is supposed to be a way to get Nitrogen, with Oxygen as a by-product... even though you need the oxygen too, you're supposed to get that from electrolysis.
The pump will vent Oxygen, Nitrogen, Hydrogen, Chlorine and I plan to also add Sulfur Dioxide to the list.
Too much heavy oil? (Not that it's really possible with the extra recipes) Crack it to Light oil. too much light oil? Crack it to Petroleum gas. too much petroleum gas? Crack it into Hydrogen. Too much Hydrogen? Vent it!
Of course, you can turn all 4 of these into fuel blocks too, or barrel them up for later use.
In theory, the only 2 "Problem" by-products that you should be getting is Sulfuric acid (Which you get from Nickel processing) and Sodium Hydroxide (Which you get from Salt Water Electrolysis.)
Excess nitrogen? there is the void pump, also known as the gas venting pump, or something along those lines. Not that you really should be getting excess nitrogen, the liquid/compressed air thing is supposed to be a way to get Nitrogen, with Oxygen as a by-product... even though you need the oxygen too, you're supposed to get that from electrolysis.
The pump will vent Oxygen, Nitrogen, Hydrogen, Chlorine and I plan to also add Sulfur Dioxide to the list.
Too much heavy oil? (Not that it's really possible with the extra recipes) Crack it to Light oil. too much light oil? Crack it to Petroleum gas. too much petroleum gas? Crack it into Hydrogen. Too much Hydrogen? Vent it!
Of course, you can turn all 4 of these into fuel blocks too, or barrel them up for later use.
In theory, the only 2 "Problem" by-products that you should be getting is Sulfuric acid (Which you get from Nickel processing) and Sodium Hydroxide (Which you get from Salt Water Electrolysis.)
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Re: Bob mods for 0.12 General Topic.
Didn't saw this pump. Thanks for the quick help.bobingabout wrote: there is the void pump
In theory, the only 2 "Problem" by-products that you should be getting is Sulfuric acid (Which you get from Nickel processing) and Sodium Hydroxide (Which you get from Salt Water Electrolysis.)
The Sulfuric acid I use for batteries and zinc production.
The Sodium Hydroxide isn't actually a problem but it's good to know that there may be some "problems" later.
Re: Bob mods for 0.12 General Topic.
hey nice modding skills:)
can u make such a mod ? with beltsplitter, lanechanger, (singlelane belts)
viewtopic.php?f=87&t=7161
i think its difficult because i dont understand how it works with the items and so one....
but pls an seperate mod for non bobs mod playing people:D
can u make such a mod ? with beltsplitter, lanechanger, (singlelane belts)
viewtopic.php?f=87&t=7161
i think its difficult because i dont understand how it works with the items and so one....
but pls an seperate mod for non bobs mod playing people:D
sorry, my english is not the yellow from the egg.... 4give me
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Re: Bob mods for 0.12 General Topic.
Hi Bob,
Thank you so much for creating this mod. I have had countless hours of addition fun after completing vanilla solely using different configurations of your mod options.
PS. I created this account on the forums just to thank you. Keep up the good work and I hope to see future updates/additions!
Thank you so much for creating this mod. I have had countless hours of addition fun after completing vanilla solely using different configurations of your mod options.
PS. I created this account on the forums just to thank you. Keep up the good work and I hope to see future updates/additions!
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Re: Bob mods for 0.12 General Topic.
You're welcomeqwertyfrozen wrote:Hi Bob,
Thank you so much for creating this mod. I have had countless hours of addition fun after completing vanilla solely using different configurations of your mod options.
PS. I created this account on the forums just to thank you. Keep up the good work and I hope to see future updates/additions!
While your point is valid, it is possible to be using more nickel (Such as in Nitinol, or Tungsten production) at rates that exceed your battery, processor, and zinc production (Zinc isn't used for much, and processors don't require much acid, and there's more than one type of battery, so the consumption of the one that uses sulfuric acid declines over time), which causes a deadlock in your nickel production.BlackDeath wrote:The Sulfuric acid I use for batteries and zinc production.
It's not so much a problem if you use logistic bots to clear it from your factory, but you do need a huge storage space to dump it. It's current major use is only to make Alumina, which is refined into Aluminium, and Aluminium itself isn't used for much. Alumina is also used to make polishing compound for gem refining, but still, you produce far more sodium hydroxide than you need for that.BlackDeath wrote:The Sodium Hydroxide isn't actually a problem but it's good to know that there may be some "problems" later.
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Re: Bob mods for 0.12 General Topic.
Actually I reached the point you descriebed but I found a mod with a void chest so I can get rid of the Sodium Hydroxide and I "bottle" the sulfuric acid so I can destroy it also with the chest aslong there's no other way to destroy items or fluidsbobingabout wrote:While your point is valid, it is possible to be using more nickel (Such as in Nitinol, or Tungsten production) at rates that exceed your battery, processor, and zinc production (Zinc isn't used for much, and processors don't require much acid, and there's more than one type of battery, so the consumption of the one that uses sulfuric acid declines over time), which causes a deadlock in your nickel production.BlackDeath wrote:The Sulfuric acid I use for batteries and zinc production.
It's not so much a problem if you use logistic bots to clear it from your factory, but you do need a huge storage space to dump it. It's current major use is only to make Alumina, which is refined into Aluminium, and Aluminium itself isn't used for much. Alumina is also used to make polishing compound for gem refining, but still, you produce far more sodium hydroxide than you need for that.BlackDeath wrote:The Sodium Hydroxide isn't actually a problem but it's good to know that there may be some "problems" later.
But thanks for announcing that there'll be problems with this 2 materials so I could have made structural alterations to my factories in the past.
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Re: Bob mods for 0.12 General Topic.
Void chest is quite useful.
Re: Bob mods for 0.12 General Topic.
I only played 2 hours with all of the mods and already know: I will never again play without them. Great work!
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Re: Bob mods for 0.12 General Topic.
When will they arrive? i need the new vision of the mods for 0.12.33 becaus i cant play on multiplayer servers with my friend.
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Re: Bob mods for 0.12 General Topic.
The currently release ones work perfectly fine on 0.12.33 for me... I was running that version of the game with the currently released versions of my mods just a few hours ago.BlackLegend12 wrote:When will they arrive? i need the new vision of the mods for 0.12.33 becaus i cant play on multiplayer servers with my friend.
My point is, I am unaware of any game-breaking issues.
Re: Bob mods for 0.12 General Topic.
What are some good map strings for this mod? ive created about 50 maps so far and they ALL suck,
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Re: Bob mods for 0.12 General Topic.
I'm not entirely sure what effects how a map is generated, but I can imagine that if you have a mod config with different entities and autoplace settings, it could drastically change the map.warlockez wrote:What are some good map strings for this mod? ive created about 50 maps so far and they ALL suck,
This is my current game (though not played in a few weeks) with all bobs mods installed on default mod settings.
It has fairly difficult enemy settings, but everything you need to get going is in the start area... except tin. There is however a tin deposit on the border of the start area, so you'll need to go over to the north each and place a builing on this ASAP so the enemies don't expand into the area. I had to kill a small nest on my game to get the tin.>>>AAAMACEAAAAEARAAAAALAAAAYmF1eGl0ZS1vcmUBBQQEAAAAY29h
bAIFBAoAAABjb3BwZXItb3JlAgUECQAAAGNydWRlLW9pbAUFBAoAAAB
lbmVteS1iYXNlBQUEBwAAAGdlbS1vcmUBBQQIAAAAZ29sZC1vcmUBBQ
QIAAAAaXJvbi1vcmUCBQQIAAAAbGVhZC1vcmUCBQQGAAAAcXVhcnR6A
gUECgAAAHJ1dGlsZS1vcmUBBQQKAAAAc2lsdmVyLW9yZQEFBAUAAABz
dG9uZQIFBAcAAAB0aW4tb3JlAgUEDAAAAHR1bmdzdGVuLW9yZQEFBAg
AAAB6aW5jLW9yZQEFBOIwTmQslwAAZRoAAAAAAAAAAAAABQAWhbfC<<
<
while I was doing a few tests, this came up too that I liked. Everything was on default spawn settings.
>>>AAAMACEAAAADAxEAAAALAAAAYmF1eGl0ZS1vcmUDAwIEAAAAY29h
bAMDAgoAAABjb3BwZXItb3JlAwMCCQAAAGNydWRlLW9pbAMDAgoAAAB
lbmVteS1iYXNlAwMCBwAAAGdlbS1vcmUDAwIIAAAAZ29sZC1vcmUDAw
IMAAAAZ3JvdW5kLXdhdGVyAwMCCAAAAGlyb24tb3JlAwMCCAAAAGxlY
WQtb3JlAwMCBgAAAHF1YXJ0egMDAgoAAABydXRpbGUtb3JlAwMCCgAA
AHNpbHZlci1vcmUDAwIFAAAAc3RvbmUDAwIHAAAAdGluLW9yZQMDAgw
AAAB0dW5nc3Rlbi1vcmUDAwIIAAAAemluYy1vcmUDAwKPiFGKpIMAAC
+yAAAAAAAAAAAAAAMBe66Yzg==<<<
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Re: Bob mods for 0.12 General Topic.
First of all, let me say you were not what I expected when I first heard about "Bob's mods". Lets just say I was pleasantly surprised. (The avatar is super eye-catching >.> )
And I just started up my first game with the mod pack. I've done two vanilla playthroughs before this. Your pack is crazy. and awesome. And crazy awesome! I'm a little into green science, making synthetic resin and wood. And only just started Nickel processing, getting my first taste of electrolysis. Despite my best efforts, the factory is producing spaghetti full tilt. I feel so lost and excited by each new discovery! I could go on and on, I love every little thing about this mod pack.
Thank you for bringing a new and wonderful experience to Factorio players everywhere!
Will it take long to update the pack when 0.13 comes out?
And I just started up my first game with the mod pack. I've done two vanilla playthroughs before this. Your pack is crazy. and awesome. And crazy awesome! I'm a little into green science, making synthetic resin and wood. And only just started Nickel processing, getting my first taste of electrolysis. Despite my best efforts, the factory is producing spaghetti full tilt. I feel so lost and excited by each new discovery! I could go on and on, I love every little thing about this mod pack.
Thank you for bringing a new and wonderful experience to Factorio players everywhere!
Will it take long to update the pack when 0.13 comes out?
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Re: Bob mods for 0.12 General Topic.
That's hard to say. It took one night (and all night at that) to update from 0.10 to 0.11.Slayer1557 wrote:Will it take long to update the pack when 0.13 comes out?
It took over a week to update from 0.11 to 0.12.
so, depending how much of the of the definitions have changed, it could take anywhere from a few hours, to a few days.
Plus I also have to keep in mind the planned changed from 0.12 to 0.13, like changing the config defaults to spawn nickel fields, instead of getting it from galena, and disable god modules by default, enable productivity filters by default, etc... Everything as it is now will still be an option (other than certain progressive changes that happen over time for balance etc.), It's just that the defaults will change.
I'm currently actually modding again too (I took about a 6 month break), Most of the reworking stuff is internal, but you'll see some interesting features in the future. I've been encouraged to work on the Library mod, add new functions even if I don't use them directly myself.
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Re: Bob mods for 0.12 General Topic.
Bob, your mod package is simply awesome. I don't know how many hundreds of hours you put into this but from my end I can say it was well worth it! You managed to make an already awesome game into an awesomely awesome game! Hats off to you, Sir. I actually only registered here to thank you. ( I know I am not the first one to do that.)
But while I am at it, a few suggestions that might have been stated before:
- Smart Express Inserters? Anyone?
- Some useful sink for Sodium Hydroxide? Maybe add it in Crude Oil Production?
- Any plans on an Oil Refinery Upgrade?
- Upgraded version of lamps (for bigger light radius)? Don't know if that's hard coded.
Keep up the excellent work!
But while I am at it, a few suggestions that might have been stated before:
- Smart Express Inserters? Anyone?
- Some useful sink for Sodium Hydroxide? Maybe add it in Crude Oil Production?
- Any plans on an Oil Refinery Upgrade?
- Upgraded version of lamps (for bigger light radius)? Don't know if that's hard coded.
Keep up the excellent work!
The Truth is out there